Difference between revisions of "Renamed Patterns"

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[[Mules]] (<- Mule and absorbed Substitutional Algorithmic Agents)
 
[[Mules]] (<- Mule and absorbed Substitutional Algorithmic Agents)
 +
 +
[[Narration Structures]] (<- Narrative Structures ]
  
 
[[Player Created Game Elements]] ( <- Player Constructed Worlds )
 
[[Player Created Game Elements]] ( <- Player Constructed Worlds )
  
 
[[Player-Planned Character Development]] (<- Planned Character Development)
 
[[Player-Planned Character Development]] (<- Planned Character Development)

Revision as of 09:38, 11 December 2010

A page collecting patterns whose name has been changed since the book Patterns in Game Design.

Actions Have Diegetically Social Consequences (<- Actions Have Social Consequences)

Challenging Gameplay (<- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?)

Diegetic Consistency ( <- Consistent Reality Logic)

Diegetically Outstanding Features <- Outstanding Features (and can be for specific game elements also, and might be manipulated)

Determinable Chance to Succeed ( <- Perceived Chance to Succeed - since one always wants the old version right?)

Emotional Attachment (<- Emotional Immersion)

Exaggerated Perception of Influence <- Perception of Influence - one always wants this - ( <- Illusion of Influence - since one might have the influence...) )

Game State Indicators (<- Status Indicators)

Mules (<- Mule and absorbed Substitutional Algorithmic Agents)

Narration Structures (<- Narrative Structures ]

Player Created Game Elements ( <- Player Constructed Worlds )

Player-Planned Character Development (<- Planned Character Development)